Stellaris - first other life
Jun. 18th, 2018 09:50 amI've recently been playing space exploration game Stellaris. I've livetweeted random bits of my first few sessions here: https://twitter.com/search?q=stellaris%20cartesiandaemon&src=typd
It makes an effort to capture the sense of wonder of space exploration extending from pulp scifi, through classic scifi, and up to things like StarTrek, and does surprisingly well. It's not perfect, all the random cool stuff is not as central to the game as it might be, but it does a good job of representing, venturing out between the stars and finding mysterious relics of powerful civilisations, awe-inspiring natural space fauna, and squabbling other civilisations.
In this playthrough it took me a while to find anyone else! I kept expanding, trying to balance my economy -- the difficult balance of how much to invest in infrastructure, how much to invest in precautionary military defences, how much to invest in scientific research which pays off in the long run...
First I met space fauna -- space whales and amoebas. You can hunt them for parts, but my lovely pluralist pacifist Duckbills don't, instead studying them, learning to avoid antagonising them, bypassing them, and eventually getting some technological innovations from the study.
Then I met the first actual alien empire, sadly militaristic fungus-racists (the racism was by funguses to everyone, not against funguses). And for quite a long time they were the only other people "out there". They seem to have comparable tech, I'm not sure who would win if there was a fight, but I'm expecting it to happen.
I explored diplomatic options, but they already hate everyone, you need to butter them up a LOT before they'll even trade with you (trading things to them for no return), and I wasn't hopeful that even then I'd be able to get their opinion of me high enough to do the things that would turn them into an ally (defensive pacts, free movement of people, etc). So for now I left them be.
But I precautionarily built some outposts at the chokepoints between me and them. I knew that would irritate them -- partially, there's a negative to diplomacy for having adjacent borders, partially they probably want to expand through there, and partially in order to stop them just driving through to build outposts near my capital I have to officially close my borders to their ships, which pretty much tanks diplomatic hopes. They started it, they closed borders to me almost immediately, but while I was hoping for peace, I waited to do that.
Building the outposts was quite a lot of drama itself. I kept seeing their science vessels and worrying they'd survey the system and claim it first. Before I learned how to avoid antagonising the space amoeba, I lost TWO construction vessels to them, when I thought I could carefully skirt round them. It's a right pain moving construction vessels at all, usually they sit at home building mining stations, but in this case I needed to get them out a fair way through space. And now I'm not sure if I should keep the extra ones or disband them.
I looked into how the diplomacy works. As an egalitarian pacifist, my species can only initiate a war on one or two grounds. I think I can fight to get back planets I lost to another empire, or possibly planets with many of my main species populating them. And I can fight a war of ideology -- if I can complete defeat the opponent, I can reform their government to an egalitarian pacifist one instead of a xenophobic militaristic one. Which looks more moral than a war of "we hate everyone and just want them to die" that some philosophies get, until someone describes it as a war by "Space Tony Blair" or "Space America".
What I *can't* do is capture just one or two systems from them, to get a spacelane to be able to explore past them, because I don't have any moral justification for it. (I suppose I could declare war and try to sneak my science ship and construction ship through the conflict but that doesn't sound great[1]) I guess in the real world this is why people care so much about controlling ports and canals and so on.
However, what I can do, deliberately or inadvertently, is upgrade my military station on their borders, build a bunch of military ships, and generally bait them until they declare war on me (they're xenophobic militarists and I'm in their way, after all). I can't remember if I can officially insult them through the "insult option -- I think I can if I want to hasten the onset of war, but it only works on these sort of bigot-mongers who are comparable to me in strength and not allied with anyone.
Either way, once they attack me and I have the moral high ground, I think I can THEN conquer their systems if I'm able to.
About this point the Fungoids started escalating the tension anyway so it's probably going to be moot. But I need to make sure I have a navy ready.
And sadly, I think living next to them is making my Duckbills more xenophobic, from their original spiritual/pacifist majority. Hopefully if I meet some other empires they'll stop the trend.
[1] I'm still confused when ships can just keep moving and get out of trouble and when they can't.
It makes an effort to capture the sense of wonder of space exploration extending from pulp scifi, through classic scifi, and up to things like StarTrek, and does surprisingly well. It's not perfect, all the random cool stuff is not as central to the game as it might be, but it does a good job of representing, venturing out between the stars and finding mysterious relics of powerful civilisations, awe-inspiring natural space fauna, and squabbling other civilisations.
In this playthrough it took me a while to find anyone else! I kept expanding, trying to balance my economy -- the difficult balance of how much to invest in infrastructure, how much to invest in precautionary military defences, how much to invest in scientific research which pays off in the long run...
First I met space fauna -- space whales and amoebas. You can hunt them for parts, but my lovely pluralist pacifist Duckbills don't, instead studying them, learning to avoid antagonising them, bypassing them, and eventually getting some technological innovations from the study.
Then I met the first actual alien empire, sadly militaristic fungus-racists (the racism was by funguses to everyone, not against funguses). And for quite a long time they were the only other people "out there". They seem to have comparable tech, I'm not sure who would win if there was a fight, but I'm expecting it to happen.
I explored diplomatic options, but they already hate everyone, you need to butter them up a LOT before they'll even trade with you (trading things to them for no return), and I wasn't hopeful that even then I'd be able to get their opinion of me high enough to do the things that would turn them into an ally (defensive pacts, free movement of people, etc). So for now I left them be.
But I precautionarily built some outposts at the chokepoints between me and them. I knew that would irritate them -- partially, there's a negative to diplomacy for having adjacent borders, partially they probably want to expand through there, and partially in order to stop them just driving through to build outposts near my capital I have to officially close my borders to their ships, which pretty much tanks diplomatic hopes. They started it, they closed borders to me almost immediately, but while I was hoping for peace, I waited to do that.
Building the outposts was quite a lot of drama itself. I kept seeing their science vessels and worrying they'd survey the system and claim it first. Before I learned how to avoid antagonising the space amoeba, I lost TWO construction vessels to them, when I thought I could carefully skirt round them. It's a right pain moving construction vessels at all, usually they sit at home building mining stations, but in this case I needed to get them out a fair way through space. And now I'm not sure if I should keep the extra ones or disband them.
I looked into how the diplomacy works. As an egalitarian pacifist, my species can only initiate a war on one or two grounds. I think I can fight to get back planets I lost to another empire, or possibly planets with many of my main species populating them. And I can fight a war of ideology -- if I can complete defeat the opponent, I can reform their government to an egalitarian pacifist one instead of a xenophobic militaristic one. Which looks more moral than a war of "we hate everyone and just want them to die" that some philosophies get, until someone describes it as a war by "Space Tony Blair" or "Space America".
What I *can't* do is capture just one or two systems from them, to get a spacelane to be able to explore past them, because I don't have any moral justification for it. (I suppose I could declare war and try to sneak my science ship and construction ship through the conflict but that doesn't sound great[1]) I guess in the real world this is why people care so much about controlling ports and canals and so on.
However, what I can do, deliberately or inadvertently, is upgrade my military station on their borders, build a bunch of military ships, and generally bait them until they declare war on me (they're xenophobic militarists and I'm in their way, after all). I can't remember if I can officially insult them through the "insult option -- I think I can if I want to hasten the onset of war, but it only works on these sort of bigot-mongers who are comparable to me in strength and not allied with anyone.
Either way, once they attack me and I have the moral high ground, I think I can THEN conquer their systems if I'm able to.
About this point the Fungoids started escalating the tension anyway so it's probably going to be moot. But I need to make sure I have a navy ready.
And sadly, I think living next to them is making my Duckbills more xenophobic, from their original spiritual/pacifist majority. Hopefully if I meet some other empires they'll stop the trend.
[1] I'm still confused when ships can just keep moving and get out of trouble and when they can't.